393 lines
19 KiB
Plaintext
393 lines
19 KiB
Plaintext
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Stellar 7
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from Dynamix/Sierra
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released by
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The Humble Guys!
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10/01/90
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Plagiarized
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by
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eddie the weenie
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Gir Draxon, Supreme Overlord of the evil Arcturan Empire, is preparing to
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launch an attack on Earth. As Commander of Terran Forces assigned to
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protect the planet, your mission is to reach the Arcturan star system and
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destroy Draxon before he can assemble his forces and capture Earth.
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To help combat the powerful Arcturan Armada, Terran High Command has placed
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you at the controls of the Raven, Earth's most sophisticated fighting
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machine. From the command seat of the Raven, you must face Arcturan forces
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in seven different star systems. If you sucessfully destroy enough of the
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enemy forces in one star system, a Guardian will appear. If the Guardian is
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battled and defeated a Warp Link will appear. Drive into the Warp Link to
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transport yourself into the next star system. Upon reaching the seventh
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system, Arcturus, you must locate and destroy Gir Draxon's flagship. Should
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you succeed, Earth will be saved. Failure will leave your home planet
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defenseless against Draxon's assault and guarantee Earth's destruction!
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This manual gives you a complete description of the Raven's awesome power.
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Refer to the CAPABILITIES section to learn all about the best technology
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that Terran science has to offer.
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Also, in the STRATEGIES section, Terran designers and engineers have
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prepared a set if valuable hints and tips to help you gain the best use of
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the Raven.
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The Arcturan Armada contains twelve known enemy vehicles. You can learn
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about each of them by studying the EMEMY FILES section of the manual. These
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files contain all of the information Terran High Command has gathered on
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each Arcturan vehicle. You can also get this information on-screen by
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selecting BRIEFING from the main menu before you begin your mission.
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CONTROLS
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Power Module Activation Keys:
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Inviso Cloak I
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Jump Thruster J
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RC Bomb B
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Cat's Eye C
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Eel Shield E
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Super Cannon S
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MP Thruster T
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Joystick Button One Fire Cannon
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Space Bar Fire Cannon
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Joystick Button Two Select Power Module
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Tab Select Power Module
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Joystick Both Buttons Activate Selected Power
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Return Activate Selected Power
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F10 Display Preferences Menu
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F2 Sound/Music ON/OFF
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Alt-S Sound Effects ON/OFF
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Alt-M Music ON/OFF
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Alt-J Joystick ON/OFF
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Alt-C Joystick Calibration
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Alt-D Mouse ON/OFF
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P Pause ON/OFF
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Z Zoom ON/OFF
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ESC Abort Mission
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Alt-Q Quit to DOS
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MENUS
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BEGIN:
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Starts a mission
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BRIEFING:
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An overview of Draxon's Forces
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PREFERENCES:
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Allows custom tailoring or your mission to suit nearly any
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experience level or machine speed. The GRAPHIC DETAIL
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slider allows you to turn up & down the level of detail in
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the game. Use this on slower machines. Difficulty levels
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determine the number of Power Modules present at the
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beginning of game play & scoring.
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SCORES:
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View the top ten Raven Pilots.
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EXIT:
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To DOS dumbshit.
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RAVEN'S COCKPIT:
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Once in the Raven's cockpit there are several menu options
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available:
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PREFERENCES: Available by pressing F10 key. The in-game
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version contains controls for sound, music, joystick and
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graphic detail. This menu can be brought up during a
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mission EXCEPT during story panels and planetary warp.
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EXIT MISSION: Available by pressing ESC key. Allows abort.
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QUIT GAME: guess...
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CAPABILITIES
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The common name for project XCV Agl-2 was originally "The Nighthawk."
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However, a bad circuit garbled the Inviso Audio feedback, making the noise
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sound more like a raven than a nighthawk. Everyone involved in the project
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began to jokingly refer to it as "The Raven." The bad circuit was never
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replaced, and the new name stuck.
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The Raven is equipped with the most advanced technology Terran science has
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ever assembled. The following is a description of the Raven's finer points
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and their operation. This machine is extremely powerful, but it is not
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indestructible. The energy reserves must never reach total depletion.
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Without power, the Raven's shields will fall and the ship's extremely
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delicate hull will be totally vunerable. One direct hit on the Raven's
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unprotected hull and the craft will explode.
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The Raven is equipped with the completely redesigned Anti-gravity Generator
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(Agrav Generator). The new Agrav design allows the Raven to sustain a
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clearance of one-half meter from the ground, permitting the craft to glide
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over nearly any surface. This ability also allows the Raven to carry
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heavier defensive weaponry than conventional assult vehicles without a
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sacrifice of speed.
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THE COCKPIT
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CENTER TOP: The bird glows while cloaking is active. Flashes to indicate
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impending cloaking activation & deactivation.
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CENTER TOP: Current planetary system shown under the bird.
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CENTER SCREEN: Targeting ring.
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LOWER LEFT: Display of:
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- Current active power (highlighted)
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- Number of uses remaining for each power (dots in icon).
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LOWER CENTER: Radar screen.
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LOWER CENTER: Energy Level (under radar screen).
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LOWER RIGHT: Game score. (above cannon indicator).
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LOWER RIGHT: Cannon indicator. RED is cannon ready, Blue means reloading.
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STANDARD ISSUE
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PROTONIC SHIELDS: Standard issue defensive shields, the Prontonic units are
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capable of absorbing almost all forms of energy, including heat, kinetic
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energy, and radiation. They provide protection against shells, lasers, and
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high speed collisions. However, each time the shields are hit or impacted
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the system energy depletes slightly. As stated previously, complete energy
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depletion will result in shield failure and complete vulnerability. The
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next hit will be your last. A warning bell will sound when the energy
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levels go citical.
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BI-PHASAL THUNDER CANNON: Standard issue defensive weapon fires shells
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armed with limited nuclear warheads. Each shell is capable of penetrating
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.1 meters of armor. The Cannon's fire rate is 2 shells per volley. Between
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volleys, there is a delay to allow the next 2 shells to be loaded and armed.
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RADAR: The Raven is indicated by the stationary dot in the center of the
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scope and all scanned objects in front of the Raven will appear relative to
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this central dot. Objects in front of the Raven will appear at the top of
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the central dot while objects behind the craft will appear below the central
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dot. The Raven's radar is thermal, motion and electromagnetic sensitive.
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It can therefore distingish between land masses, missles and other vehicles.
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This also gives the Raven's system an advantage over more traditional radar
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detectors in that it cannot be fooled by electromagnetic tricks employed by
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cloaking devices.
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ZOOM MAGNIFICATION: This device permits long-range scanning through the
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viewscreen. It is most useful for identifying distant objects. Note that
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Zoom narrows the Raven's field of vision significantly, and should be used
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only for short periods of time.
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POWER MODULES
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Along with a standard weapons and shield system, the Raven is capable of
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adapting to any environment by utilizing a modual defensive system in it's
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design. The craft is capable of acquiring and incorporating weapons systems
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from a variety of enemy vehicles to strengthen and enhance its own defensive
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capabilities. NOTE: Each Power Module can be immediately activated with its
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keyboard hot key.
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INVISO CLOAK GENERATOR (Hot Key "I"):
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This device is capable of generating a negative electromagnetic
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field, redering the Raven invisible to all electromagnetic sensory
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devices. When active, enemy units will be unable to track the
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Raven. They will, however, have a fix on the Raven's last visible
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location. Furthermore, the Raven's location will be temporarily
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revealed whenever the cannon is fired. The Inviso Cloak Indicator
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will begin to blink when invisibility is about to deactivate.
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EEL SHIELD (Hot Key "E"):
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Capable of rechanneling an enemy's shield energy back into itself,
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the Eel Shield makes ramming an effective defensive maneuver. When
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contact is made with an alien craft, their shield is reversed,
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turning the protective field inward, compressing itself and
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destroying the generating vehicle. Even the most deflective shields
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will buckle after several contacts.
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SUPER CANNON (Hot Key "S"):
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Capable of repeated firings without the reload time associated with
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the Bi-Phasal Thunder Cannon, the Super Cannon is capable of
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delivering a rapid fire volley of missles. Its firepower is also
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more than double that of the Bi-Phasal.
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MP THRUSTER (Hot Key "T"):
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The MP Thruster gives a short but powerful forward surge for
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situations when conventional speed will prove insufficient. NOTE:
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The MP Thruster cannot be used to maneuver in reverse.
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CAT'S EYE (Hot Key "C"):
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Though Terran technology is quite advanced, it is theorized that
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cloaking technology is possessed by others. Therefore, it became
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important to establish a defensive system for such possible
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"invisible threats" and the Cat's Eye was born. The system uses a
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particle tracking radar to reassemble the scrambled rays left by all
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known cloaking systems. With the Cat's Eye operational, the Raven's
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pilot will see a computer simulated image of any cloaked vehicle
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within the main viewing screen.
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RC BOMB (Hot Key "B"):
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A throwback to ancient land based warfare, the RC Bomb is an advance
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on an old and reliable system. Small but deadly electrical
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discharge units are released by the Raven's rear deployment panel.
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These units remain inactive until an electrical field interrupts the
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RC Bomb's twelve meter scan radius. When the perimeter is broken,
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the unit explodes with a concentrated electron polarization beam,
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causing the invader's atomic structure to dramatically shift which
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leads to nuclear explosion. NOTE: The Raven's electrical field
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pattern has been coded into the memory of all RC Bombs carried
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during your mission. Therefore, you can never accidentally activate
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a released mine with your own craft.
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JUMP THRUSTER (Hot Key "J"):
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The Jump Thruster enables the Raven to complete a sustained vertical
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lift for several seconds, increasing the Agrav Generator's usual
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clearance to several hundred feet. When activated immediately after
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the MP Thruster, the Jump Thruster can enable the Raven to literally
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"jump" over enemies or obstacles. NOTE: Directional control will be
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lost while elevated by the Jump Thruster.
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ENEMY FILES
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In his quest to rule Earth, and everything else he can get his metallic
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hands on, Gir Draxon has sent out the most advanced and destructive fighter
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craft Terran forces have ever seen. You will battle with his Arcturan
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forces on seven different Star Systems, making your way closer and closer to
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Draxon's home world, Arcturus. Each System holds new dangers, more lethal
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enemies and a Planetary Guardian which will have to be defeated before
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progression to the next Planetary System will be possible. Terran
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intelligence has been able to gather little information on Draxon's Armada
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but what is available is presented to you in the following enemy files. Use
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this information well and know that the fate of the earth lies in your
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hands....
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(what followed was a bunch of graphics i'm not
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about to try and copy. fuck it. shoot 'em all. to see
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what they look like, check out the briefing screen.)
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ALLIED FILES
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Unique to the Raven is its ability to add on Power Modules that give the
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craft expanded powers. Some modules will be in place at the beginning of
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the mission, depending upon difficulty level selection (see below).
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Additional modules can be obtained throughout the game by the destruction of
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enemy vehicles in groups of three. The enemies must be of the same type and
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must be destroyed sequentially. When this is accomplished, a Power Module
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will be released. The Raven can collect released modules by simply driving
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into them.
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The destruction of different enemy groups will yield different Power
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Modules. Following is a listing of available modules, their accompanying
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enemy group and the number the Raven begins with for varying difficulty
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levels:
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INITIAL COUNT/DIFFICULTY LEVEL
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POWER MODULE ENEMY GROUP EASY STANDARD DIFFICULT
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---------------------------------------------------------------------------
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Inviso Cloak Fuel Bay Docking 3 3 3
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Jump Thrusters 3 Skimmers 3 1 0
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RC Bomb 3 Seekers 3 1 0
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Cat's Eye 3 Stalkers 3 1 0
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Super Cannon 3 Assault Tanks 3 1 0
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MP Thruster 3 Sandsleds 3 1 0
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Eel Shields 3 Prowlers 3 1 0
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STRATEGIES
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Taking on the Arcturan Armada and winning will take sharp reflexes, quick
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thinking, practice, and above all - strategic planning. The enemies you
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will face are unique not only in design and strengths but in intelligence
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and tactics. Each enemy will attack and react differently. You must become
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familiar with their individual attack styles and outsmart your opponent.
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Following are a few tips that will get you started. Use them as building
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blocks to develop your own unique game plan and techniques.
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* Keep moving! Never "sit and spin" while trying to get an enemy into your
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sights. Always remember that if you are trying to line up an enemy for
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the kill the enemy is probably doing the same thing to you.
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* Never go "face-to-face" with an enemy. Such linear thinking will make
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you an easy target, placing you in the direct line of fire.
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* Use your weapons if you need them. Conserving limited powers is only
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effective if you're around to use them (duh).
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* Learn the combinations of ememy destruction associated with the Power
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Modules. Knowing which vehicles to take out to get a specific power can
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make all the difference in desparate situations.
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* Respect and obey all Humble Guys for they are Gods.
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* Remember the locations of Fuel Bays and don't forget that they cannot be
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docked with when the Raven is cloaked.
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* Look for weaknesses in the Planetary Guardians. Every Achilles has his
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heel.
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* Learn to "lead" or shoot ahead of an enemy if they are moving rapidly at
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a distance. Anticipate how long it will take your shell to travel the
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distance of the enemy. Next, decide where the enemy will be in that
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amount of time and fire at that location.
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* Remember that some enemies are also equipped with cloaking devices. If
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you can see a vehicle on radar but not through the viewscreen, they're
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cloaked and probably moving in for the kill.
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* Keep in mind that the Raven can hold 3 of any one Power Module at a time.
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Wait to collect released modules is you already have a full supply...
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they will remain floating in the area where released until collected,
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destroyed by cannon fire or left behind after warping to another Star
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System.
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* Remember that the Story Panels which connect Star Systems can be turned
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off (Main menu preferences), skipped (ESC key) or fast forwarded (space
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bar).
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* As a convenience, a Continue feature is available. When Continue is
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used, you will begin on the same Star System as when your mission ended.
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You will have a full energy supply and the same Power Modules that you
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ended with, but your score will be reset to zero.
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The number of Continues available is dependent upon the difficulty level.
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On EASY level you can continue TWO times.
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On STANDARD level you can continue ONE time.
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On DIFFICULT level Continue is deactivated.
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For a good time call: SPAMLAND - 508-PRI-VATE - 14.4 only - THG
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smoking massive quantities of pot
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will help you play this game.
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JUST SAY YO!
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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